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  3. skill
  4. advanced_prototype
  5. thermal_detonator

Thermaldetonator

thermaldetonator

Thermaldetonator

Schleudert einen Thermaldetonator, der am Ziel haftet und nach mehreren Sekunden explodiert, wobei er <<1>> Kinetikschaden verursacht. Schwache und normale Feinde geraten in Panik, wenn der Sprengsatz an ihnen haftet, und werden von der Explosion niedergeschlagen.

Eigenschaften

Conditions

Metadaten

Users

Used by
  • apc.bounty_hunter.mercenary.innovative_ordnance
  • apc.tutorial.bounty_hunter.mercenary.innovative_ordnance.5
  • apc.tutorial.bounty_hunter.powertech.advanced_prototype.6
  • apc.test.cdurel.class_prototypes.bh_trooper.powertech_advanced_prototype
  • apc.bounty_hunter.powertech.advanced_prototype

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
thermaldetonator
Thermaldetonator
2
stunnedBetäubt – Handlungsunfähig.
3
knockdownNiedergeschlagen – Am Boden und handlungsunfähig.
4
thermaldetonatorThermaldetonator – Explodiert gleich ...
5
cbt_st_susceptibleAnfällig (Tech) – Erhöht den erlittenen Schaden durch Tech-Angriffe.
6
decoyarsenalVerbrennung (Thermaldetonator) – Regelmäßiger Elementarschaden.
7
thermaldetonator
Thermaldetonator
8
thermaldetonator
Thermaldetonator
9
mercom_heavy_shrapnel_impMagnetische Resonanz – "Kraftschuss" verursacht zusätzlichen Elementarschaden.
10
movementSlowedVerlangsamt (Tech) – Bewegungstempo reduziert.
11
manda_warhead_impHochleistungsdetonator – Die nächste Schulterkanonen-Rakete verursacht zusätzlichen Schaden.
12
rocketpunchHochleistungsdetonator – Nächster "Raketenschlag" kostet keine Hitze.
  • [hidden] [0s]
    thermaldetonatorEffect #1

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.trooper.sticky_grenade.cast
    • Invoke Projectile
      - Determine Hit = (bool) false
      - Timed Projectile = (bool) false
      - Hit Checked = (bool) false
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 3
      - Travel Time = (time) 0 Sek.
  • 2
    • When projectile completed travel and hit target

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
    • Add effect #4 to TARGET from CASTER
  • [3.3s]
    stunnedBetäubt
    Handlungsunfähig.

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.bounty_hunter.explosive_dart.explosive_dart_stun, dependent on calling effect
    • Stun the TARGET
    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 1
      - Amount Min = (float) 1
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
  • 2
    • Just before this effect is removed

    Perform the following actions:

    • Play appearance epp.bounty_hunter.explosive_dart.explosive_dart_stun_exit, dependent on calling effect
  • [2s]
    knockdownNiedergeschlagen
    Am Boden und handlungsunfähig.

  • 1
    • When effect is applied

    Perform the following actions:

    • Stun the TARGET
    • Ballistic Impulse, centered at primary target, immediately knockdown, momentum = 1,5, 20° pitch, 0° yaw
  • [6s]
    decoyarsenalVerbrennung (Thermaldetonator)
    Regelmäßiger Elementarschaden.

  • 1
    • When effect ticks

    Perform the following actions:

    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 3
      - Slot = (int) 1
      - Spell Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,005
      - Standard Health Percent Min = (float) 0,005
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0,05
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
    • Play appearance epp.bounty_hunter.flame_sweep.flame_sweep_burn, dependent on calling effect
  • [0s] [not displayed]
    thermaldetonatorEffect #8

  • 1
    • When effect is applied

    Override target to:

    • AoE Sphere
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Sort Type = Closest
      - Radius = 8m

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        AND
        • If TARGET != PRIMARY TARGET
        >

    Perform the following actions:

    • Play appearance epp.bounty_hunter.heavy_shrapnel.target_hit, dependent on calling effect
    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 1
      - Slot = (int) 1
      - Spell Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,067
      - Standard Health Percent Min = (float) 0,057
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0,62
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
    • Add effect #3 to TARGET from CASTER, Combat Math Only
    • Add effect #5 to TARGET from CASTER, Combat Math Only
    • Add effect #6 to TARGET from CASTER, Combat Math Only
  • [12s]
    mercom_heavy_shrapnel_impMagnetische Resonanz
    "Kraftschuss" verursacht zusätzlichen Elementarschaden.

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.bounty_hunter.magnetic_resonance.buff_activate, dependent on calling effect
  • 2
    • When character deals damage with tags tag.abl.bounty_hunter.power_shot, not more than every 3 Sek.

    Override target to:

    • Trigger Target

    Perform the following actions:

    • Play appearance epp.bounty_hunter.magnetic_resonance.hit, dependent on calling effect
    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 3
      - Slot = (int) 1
      - Spell Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0,0768
      - Standard Health Percent Min = (float) 0,0368
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0,568
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
  • 3
    • When character deals damage with tags tag.abl.bounty_hunter.power_shot

    Perform the following actions:

    • Remove this effect
  • [10s]
    movementSlowedVerlangsamt (Tech)
    Bewegungstempo reduziert.

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.agent.leg_shot.debuff, dependent on calling effect
  • 2
    • When effect is applied

    Perform the following actions:

    • Set movement speed to 50%
  • [10s]
    manda_warhead_impHochleistungsdetonator
    Die nächste Schulterkanonen-Rakete verursacht zusätzlichen Schaden.

  • 1
    • When effect is applied

    Perform the following actions:

  • 2
    • When character deals damage with tags tag.abl.bounty_hunter.shoulder_cannon_damage

    Perform the following actions:

    • Remove this effect
  • [10s]
    rocketpunchHochleistungsdetonator
    Nächster "Raketenschlag" kostet keine Hitze.

  • 2
    • When character deals Kinetic damage with tags tag.abl.bounty_hunter.rocket_punch

    Perform the following actions:

    • Remove this effect